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https://i.imgur.com/wCEmHed.png
I'm actually waiting for other modders to make a better alternative to this mod, making these actually eats up most of my playtime =3=" Well, if you feel like you want to make your own mod, feel free to take this mod as a reference ^ 3 ^
I was considering to make all vanilla uniforms to have maybe 5-10% natural protection from 'all damage source' instead (I'm still learning new codes from the other major modders out there).
I agree the 6-pocket medic attire is a little too much especially when you wear toolbelts (i forgot about them) I did it because its inventory slots are meds/chems exclusive. Maybe I should return it to 4 pockets as I did before and remove the exclusives again :3 will update this later.
Have 2 questions though:
1. Can you explain the natural protection thing? It just a buff to help other classes repair without needing to grab mechanic/engineer uniforms or?
2. You think 6 pockets for medical might be a bit too much? Allows the medic to basically carry just about everything they need on top of the main 3 items ( Blood bags, bandages, morphine ) when combined with a toolbelt. Maybe 4 pockets like the other outfits would be better?
Just curious about these two things, but love the mod otherwise!
Clothings with inventory slots now share the same behavior as toolbelts (can only be placed in their respective slots, not able to be put in main slots/other toolbelts or clothing with pockets) to avoid exploits of 'infinite storage'. :3
This in turn also changed the way to pick up/loot clothings as you may need to drop your current gear or use a crate to store them (just like a toolbelt).
I admit I won't be able to foolproof this mod. All I could do now is 'reduce the abuse'. And with fingers crossed I hope this won't make changes that will break the vanilla game. Maybe it's best to control the urge to abuse for now... or abuse the HONK out of it.